Fate/stay night Collab Review and Analysis – January 2019

Introduction

The Fate/stay night: [Heaven’s Feel] Collab is another 6-Magic Stone event that features powerful cards along with NA receiving all of the buffs JP had to wait for immediately. This gives them significantly more power right out of gate and is a tempting event to roll in. Unfortunately, the 6-star cards (highest rarity) each have a 2.5% chance of being rolled (10% chance total) along with requiring 5 trade fodder to acquire.

Another potential hurdle for rolling in this event is the simultaneous release of a potent Super Godfest. Regardless, the decision of whether or not to roll comes down to your own individual Monster Box needs.

This article will summarize each card’s strengths and weaknesses to provide a better idea of what to expect in this event. On a side note, the farmables available in this event are quite powerful and are worth acquiring.

Video commentary

—-video coming soon—

Overview

 Fate/stay night: [Heaven’s Feel] Collab REM
6 Star base   
5 Star base
 Fate/stay night: [Heaven’s Feel] Rankings – January 25, 2018
S
A   
B   
C  
D

Order within each tier is random and not reflective of ranking

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power but only function in solo mode.

Any card that can qualify for Limit Breaking will having their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

You can read more about Super Awakenings HERE.

Weapon Assists

Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist  is present.

This type of evolution is permanent and cannot be reversed; however, during the card’s respective event, it is possible to Monster Exchange them to reverse them back to the original form. Doing this will forfeit all pluses, skill ups, and awakenings.

6 Star base

 Shirou – S

Active: Enhance all orbs; For 1 turn, increase combo count by 3; Charge allies’ skill by 1~2 turns (18 turn cooldown)

Leader Skill: 4x ATK for Fire Att.; 2x HP & RCV for Light Att.; 2.5x ATK when 4 or more combos up to 5x at 9 combos

Awakenings:  Skill Boost Skill Boost Skill Lock Resist Time Extend 
Super Awakenings:  Skill Boost 
Weapon Assist:  Blind Resist Blind Resist Jammer Resist Jammer Resist Time Extend Imp ATK

Typing: Balance
Weighted Stats (Limit Break): 1025 (1281)
HP 
4398 (5498) / ATK 1765 (2206) / RCV 698 (872)
Worth Monster Exchanging for? No

Pros
Cons
  • 4x HP / 400x ATK / 4x RCV LS
  • Can tank all preemptives
  • Can easily heal back up
  • Lacks awakenings
  • Horribly restrictive team building
  • Long base cooldown
  • Does not provide any damage reduction
    • Vulnerable to gravities

Shirou is a powerhouse leader due to his insane 4x HP / 400x ATK / 4x RCV Leader Skill. This enables him to tank all incoming preemptives along with being able to heal back up without relying on Kuroyuri  systems or Enhanced Heart Orbs +heart. Furthermore, having a scaling 400x multiplier tied to combos enables huge burst damage (compare to Dark Metatron  at 225x) along with a relatively high level of consistency.

Of course, GungHo cannot release something this powerful without drawbacks as the Leader Skill is almost in a league of its own. Firstly, Shirou teams have to use Fire/Light or Light/Fire cards to actually benefit from the full multiplier.

This colour restriction leaves few options such as Elena , Edward , Red Cotton , and Ilmina 3274 but as a whole, little room for modifications. This restrictive nature means the average player will not be able to compile a stellar team and may have to settle for lesser options. Of course, one can use weaker subs and have the Leader Skill carry them forward.

In addition to team building requirements, Shirou himself has a small pool of awakenings along with a long base cooldown which can prevent Skill Inheritance.

Finally, lacking a source of damage reduction can be a liability in end game content. While 4x HP is enough to tank any preemptive, Shirou teams are vulnerable to gravities, especially gravities followed by an attack which can be found in the newer Arenas. Essentially, the 99% gravity will bring them down to critical HP and the subsequent attack will kill Shirou teams unless a shield is used. While this may feel nit-picky, it is still a valid concern when comparing him to premier leaders like Dark Metatron.

While all of that may sound negative, Shirou is still a powerful leader due to his incredibly high multipliers.

Weapon Assist form  Blind Resist Blind Resist Jammer Resist Jammer Resist Time Extend Imp ATK

Shirou’s Weapon Assist form provides 40% resistance to Blinds and Jammers which has synergy with various other Weapon Assists to help bring a team’s total resistance up to 100% (various 60% options exist). Being able to double dip can ease some team building requirements and the only real downside is that Poison Resist Poison resist is not present.

Players should not convert Shirou to a Weapon Assist form unless they own multiple copies

Worth Monster Exchanging for?

Shirou has the potential to be an amazingly powerful leader but his team building requirements make it nearly impossible for the average player. As such, one has to determine if they even have a Box to support Shirou along with having no other stronger options available.


 Saber – A

Active: Recover all HP; Deal 100000 fixed damage to all enemies; Change Heal, Jammer, Poison, Mortal Poison orbs to Water orbs (13 turn cooldown)

Leader Skill: 4x ATK and reduce damage taken by 35% when above 50% HP; 3.5x ATK when matching 3 or more colors up to 4.5x at 5 colors

Awakenings:  Skill Boost  Skill Lock Resist   45  
Super Awakenings:  45 God Killer
Weapon Assist:   Time Extend Imp HP

Typing: Balance / Dragon
Weighted Stats (Limit Break): 1005 (1256)
HP 
4368 (5460) / ATK 2195 (2744) / RCV 390 (488)
Worth Monster Exchanging for? No

Saber

Active: Reduce HP by 50%; Deal 200x Dark damage to an enemy; Unlock all orbs; Change all orbs to Fire, Water, Wood, and Dark orbs (6 turn cooldown)

Leader Skill: 3x ATK when below 80% HP; 1.5x all stats for Dark Att.; 3.5x ATK and reduce damage taken by 25% when matching 4 or more colors

Awakenings:  Skill Boost Skill Lock Resist Time Extend     
Super Awakenings:  45 God Killer
Weapon Assist:   Time Extend Imp HP

Typing: Attacker / Devil
Weighted Stats (Limit Break): 1006 (1258)
HP 
4638 (5798) / ATK 2711 (3389) / RCV (0)
Worth Monster Exchanging for? No

Pros
Cons
  • 2 distinct evolutions
    • Also has Weapon Assist
  • Powerful LS in Water  form
    • Passive damage reduction when above 50% HP
  • Balance typing
    • Can use any Killer Latent
  • Rainbow clause can be inconsistent
    • Prevents bicolour burst
  • VDP  heavy card with Rainbow activation
    • Can use tri colour
  • Weapon Assist is fixed at 6 turn CD

Saber in her Water form  is another powerful leader in the Fate Collab as she is able to function as a powerful Rainbow leader who has a fast scaling multiplier while also boasting a passive damage reduction like Edward  when above 50% HP.

Having 57.75% damage reduction is amazingly powerful as it should not be too hard to stay above 50%. Furthermore, as long as one is above 50% after matching orbs, the damage reduction takes effect.

The main benefit of damage reduction compared to flat HP multiplier is that damage reduction is better suited to dealing with gravities, especially those that exceed 100% or multiple move sets that involve a 99% gravity followed by an attack.

In regards to her ATK multiplier, it is quite potent as she is able to enjoy 196x ATK with only 3 colours and ramps up to 324x with all 5 colours. This scaling effect creates an interesting situation: should one play Saber as a tri-colour or rainbow leader?

Both have their pros and cons but one has to remember that with a tri colour board, one can heavily concentrate their damage which can help make up for the lower multiplier. Furthermore, a VDP  can be much more easily formed with only 3 colours which is one of Saber’s strong points while also not requiring combos to achieve her damage multiplier.

Taking this into consideration, using a tri colour for VDP is perfectly acceptable and the best way to guarantee 9 Water orbs.

While the Water form is quite powerful, her alternative evolution is also viable, but does not stand out as much.

Her dark form boasts 2.25x HP / 248x ATK / 2.25x RCV / 43.75% Damage Reduction which is similar to Dark Metatron  as they have to be below 80% HP, but Dark Saber requires 4 or more colours as well.

Having both a rainbow and HP clause can be problematic to juggle while also forcing players to use Dark cards (Base Saber can use any sub). As such, this somewhat begs the question as to why one would choose to use Dark Saber. Sure the effective HP is higher, but having to juggle an additional mechanic may not be worthwhile.

Weapon Assist   Time Extend Imp HP

Saber’s Weapon Assist has a tasty <50% HP  awakening which grants 2x personal damage for the owning card but the main issue is the fact that the cooldown is fixed at 6 turns. This means it will be quite difficult to manage active skills to ensure one can still use the base card. As such, I would be loath to convert my only Saber into the Weapon Assist form.


Rin Tohsaka – A

Active: Unlock all orbs; Create 2 Fire, Light orbs at random (2 turn cooldown)

Leader Skill: 3.5x ATK and reduce damage taken by 25% when matching Fire+Light; 5x ATK and reduce damage taken by 25% when matching 5 or more connected Water, Wood, Dark, Heal, Jammer, Poison, Mortal Poison or Bomb orbs

Awakenings:  Skill Lock Resist Skill Boost      
Super Awakenings:  45 
Weapon Assist: –
Typing: Balance
Weighted Stats (Limit Break): 1025 (1281)
HP 
4565 (5706) / ATK 2060 (2575) / RCV 470 (588)
Worth Monster Exchanging for? No

Pros
Cons
  • Mutli aspect LS
    • Peaks at 306x ATK / 68.36% Damage Reduction
    • Can almost always activate 1 component
      • 43.75% damage reduction
  • 2 turn base cooldown
  •  is arguably the worst damage awakening
    • Only provides 1.5x
    • Can be easily knocked out of range
      • Damage reduction helps
  • 5-connected cannot be Light or Fire
    • Must use tri-element for VDP/burst
  • Must have both components activate for meaningful damage
  • May have issues with high Combo shields
  • 7c 45 may be harder to proc
  • Shielding is tied to damage
    • Can make stalling harder

Rin Tohsaka is a potent leader due to the fact that there is a strong likelihood she can activate one of her Leader Skill components from a given board.

Her Leader Skill enables activation from either Fire and Light matches or any 5 connected orbs except for Fire or Light. As such, she will almost always enjoy a 43.75% Damage Reduction. This greatly improves her survivability and helps lessen the burden of always having Light and Fire orbs present.

In fact, assuming one is able to fully clear a board every turn, it is quite likely one will have at least 3 Light and Fire orbs in order to unleash her 306x ATK and 68.36% Damage Reduction. This level of shielding can help ensure she can survive massive attacks along with gravities that exceed 100%.

While all of this is quite wonderful, Rin Tohsaka is not without faults with the most notable one being her primary damage comes from >80% HP Generally speaking, this type of damage awakening is the most underwhelming as it has a difficult activation clause along with only providing 1.5x (as opposed to 2x) which does greatly lower a card’s personal output. With that being said, Rin Tohsaka teams may find more value from this type of awakenings as opposed to 7 Combo 45 simply because matching 5 connected orbs may prevent 7 combos from being achieved. This potential inconsistency can undo the higher multiplier potential from her Leader Skill as most cards will not be dealing meaningful damage. On that same note, VDP  who do not have 7 Combo will be able to deal their full damage with ease as there is no combo requirement for Rin’s Leader Skill. Just be aware that players must use a tri-elemental board for burst/VDP as the 5-connected cannot be Fire or Light.

Another damning aspect of Rin is that her damage reduction is tied to her ATK multipliers which means stalling may be challenging. This is because one may easily activate by accident and without a shield, will have no defensive multipliers which spells almost certain death. To help alleviate that, Rin boasts a 2 turn base cooldown which can easily inherit whatever utility is required.

As a whole, Rin is still a powerful leader with a powerful multiplier that has a reasonably high activation rate. Just be aware that the 5-match clause can negatively impact combo count along with stalling being potentially dangerous as the Damage Reduction is tied to her ATK multiplier.


 Gilgamesh – B

Active: For 1 turn, 5x ATK for God type; Deal 150000 damage to an enemy 5 times. (14 turn cooldown)

Leader Skill: [Board becomes 7×6]; [No skyfall]; 4x ATK when there are 12 or fewer orbs remaining; 4x ATK when 8 or more combos

Awakenings:  Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend Time Extend  
Super Awakenings: Skill Boost 45 
Weapon Assist: –
Typing: Balance / God
Weighted Stats (Limit Break): 1005 (1256)
HP 
4440  (5550) / ATK 2168 (2575) / RCV 383 (479)
Worth Monster Exchanging for? No

Pros
Cons
  • Creates a 7×6 board
    • 16x multiplier
  • Large burst damage active
  • 150k damage 5 times
    • Can slide under some absorbs/voids
  • 1 turn of burst
  • LS provides no defensive multiplier
  • No/low personal damage
    • Relies on SA
  • No special awakenings
  • Must leave 12 or fewer orbs

Gilgamesh is the final 6-star card in the Fate/stay night: [Heaven’s Feel] Collab and is the weakest of the group.

His main strong point is a massive 16x ATK for a 7×6 leader but damage with no defensive multipliers will falter in end game content. This is because we tend to have enough firepower to kill most spawns and becomes a matter of surviving/stalling through challenging mechanics.

In regards to his activation potential, Gilgamesh must make 8 or more combos (always doable on 7×6) and leave 12 or less orbs on the board. On a 7×6 board, there are exactly 42 orbs so leaving 12 results in 30. In order to remove at least 30 orbs, one must form 10 combos (from a maximum 14). This is not an unreasonable request and with enough orb movement time/puzzling skills, should be doable.

In regards to his active skill, the cooldown is quite lengthly for what it actually provides. Generally speaking, 5x burst is excessive and only being active for a single turn can be a liability when facing multiple challenging spawns in a row. The 150,000 damage 5 times can slide under some Absorbs/Voids but is not enough to kill something like Sopdet and the 5x damage will heal her back up when matching orbs.

As a whole, Giglamesh is an okay 7×6 leader who features a high ATK multiplier but has no defensive components.


5 star base

All of the 5-star cards do qualify for Limit Breaking/Super Awakenings but this will only bring their total Weighted Stats up to around 1,010 which is significantly less compared to most other options available. This can place restrictions on using them as a sub and will often make them as inherits instead.

Illyasaviel von Einzber – C

Active: For 2 turns, increase ATK by 30% for each L-Shape Attack awakening skill on the team. (14 turn cooldown)

Leader Skill: 2x HP & RCV for all Att.; Increase orb movement time by 3 seconds; 4x ATK on the turn a skill is used

Awakenings: Skill Boost Skill Boost Time Extend Time Extend Time Extend   
Super Awakenings:   

Pros
Cons
  • Gemstone-style burst
  • L-awakenings  are rare
    • Results in lower multiplier

Illyasaviel von Einzber is a 5-star card within the Fate Collab and mirrors a Gemstone Princess in that her bonus ATK granted is based on the number of L-awakenings  on the team. The formula for damage calculation is 1 + (0.3x) where x equals the number of L-awakenings.

This is the same as Gemstone Princesses but the main issues is that most teams do not heavily favour L-awakenings which will result in a lower total multiplier. As such, players will most likely still default to their regular burst actives.

 Shinji Matou – A

Active: For 1 turn, increase combo count by 1; Lock all all orbs (6 turn cooldown)

Leader Skill: 5x ATK when HP is full; 2x ATK & RCV for Water Att.; Increase orb movement time by 2 seconds

Awakenings: Water Row Water Row Water Row Skill Lock Resist Skill Lock Resist Skill Boost   
Super Awakenings: Water Row  

Pros
Cons
  • Fastest board lock active
    • Does not modify the board
    • Counters Spinner Orbs
  • +1 Combo count can help with VDP 
  • Mostly an inherit
  • As a sub does not fit on many teams
  • Situational overall

Shinji Matou is the fastest charging full board lock active. This can prove invaluable in dungeons where numerous Spinner Orbs are present as one can prevent them from rotating into new orbs.

In addition to this, being able to grant a +1 to Combo count can help teams hit their thresholds, especially when using VDP . Furthermore, by not modifying the board (like Sherias Roots ) can be invaluable for teams who wish to concentrate their damage.

For example, Yusuke  wishes to VDP but faces numerous spinner orbs. The best play with Shinji is to use Yusuke’s active, adjust the spinning orbs to the ideal orb distribution and then use Shinji. This will lock the board in place and ensure the VDP and 7 Combos are achieved.

As a whole, Shinji Matou will be a situational card for dungeons where numerous Spinner Orbs are present.

 Servant, Archer – C

Active: For 1 turn, 2x ATK for Fire Att.; Replace all orbs (10 turn cooldown)

Leader Skill: 1.5x all stats for Fire Att.; Increase orb movement time by 3 seconds; 3x ATK when matching 3 or more colors up to 5x at 5 colors

Awakenings: Skill Lock Resist Skill Boost Time Extend Time Extend Time Extend  45 
Super Awakenings:  45  

Pros
Cons
  • Full board reset
  • Counters Super Dark orbs
  • Niche active overall
  • Competes with Keiji 3107
  • L-Unlock , Board unlocks, and Resists are more efficient

Servant, Archer is an easily replaceable card in the Fate Collab as his active skill’s main purpose is to reshuffle a given board. This means that all current orbs are removed and brand new board falls into place. This falling process can result in combos being matched which will charge active skills and in rare cases, activate to kill a spawn.

For the most part, this type of active is used in lieu of a board unlocker but is most effective against Super Dark/Blind orbs when Blind Resist Blind Resist is unavailable.

As a whole, this mechanic is nothing special considering we have L-Unlock , Board unlocks, and Resists and resists available.

 Servant, Lancer – C

Active: Unlock all orbs; Change top row to Water orbs and change bottom row to Fire orbs (12 turn cooldown)

Leader Skill: 6x ATK and 2x RCV for Water Att.; Increase orb movement time by 2 seconds; May survive when HP is reduced to 0 (HP>50%)

Awakenings: blue + orb blue + orb blue + orb Skill Boost Skill Boost    
Super Awakenings:    

Pros
Cons
  • Generates 2 rows
    • Combos with full mono boards
      • Creates 7 Combo VDP 
  • Creating 2 colours is less ideal
    • Prevents combos with 2/5 boards
    • Many other options exist
  • Mostly used for farming
  • A stronger farmable exists in this event

Servant, Lancer would have been a more powerful double row maker if he did not produce 2 colours. This is because it prevents synergy with both Fire and Water farming teams who use a mono colour board changer and Servant, Lancer after. Using this will result in only 1 row generated which prevents a 7 combo VDP  board from being formed. As such, Servant, Lancer can only be effectively used with Wood, Light, and Dark boards.

To further diminish hie overall value, many players should have farmed a Eugeo  who is able to produce 2 rows of Water.

Servant, Berserker – C

Active: Recover all HP; Unlock all orbs; For 1 turn, reduce damage taken by 50% (11 turn cooldown)

Leader Skill: 4x ATK and reduce damage taken by 35% when above 80% HP; 2x ATK when matching 5 or more connected orbs

Awakenings:    Skill Boost Skill Boost Skill Boost  
Super Awakenings:    

Pros
Cons
  • Full heal + 50% shield
  • Long cooldown
    • Relatively small benefit
  • Better shielding/healing options exist
  • Niche situations would use Berserker
  • L-awakenings  are hard to use on teams

Servant, Berserker can feature up to 5 L-awakenings  but the main problem is finding an ideal home for him. For the most part, most teams do not rely on this type of awakening to function and even with the buff to these types of awakenings, most teams would only need 1 to be effective.

With this in mind, it would be challenging to justify using Berserker as a sub and instead need to focus on his inheritance potential.

Being able to provide a full heal and 50% shield could have been stronger (the Orb Unlock is not that helpful) if it was on a shorter cooldown or provided 75%. As such, it can be hard to justify using this type of active when other options are available.

 Servant, Rider – B

Active: Delay enemies for 3 turns; Deal 200x ATK damage to an enemy and recover 10% of the damage as HP (14 turn cooldown)

Leader Skill: [Board becomes 7×6]; 2x ATK & RCV for Water, Dark Att.; 3x ATK when matching Dark+Water

Awakenings: Skill Boost Skill Boost Time Extend Time Extend   Skill Boost 
Super Awakenings:  Skill Boost  

Pros
Cons
  • 200x ATK nuke
    • Does not require low HP
    • Healing aspect can help Verse  and Yog 
  • 200x nuke changes to attribute of using card
  • 4 Skill Boosts Skill Boost in solo
  • Potential Ranking sub
  • 3 turn delay does not make sense
    • Adds animation time
  • Buttons/Nukes are for farming or Rankings

Servant, Rider is an interesting Button nuke for the sole reason their 200x ATK is able to change colour based on the using card. This means that if Servant, Rider is inherited onto a Light card, the nuke becomes Light-based which can then deal double damage against Dark spawns.

This colour changing ability results in an effective 400x ATK and gives players with fewer button options a chance to counter more spawns. Of course there are stronger options available but only come out ahead if facing a spawn where they are colour-effective against.

While this is the main appeal of Servant, Rider’s active, the 10% healing component may be useful for Verse  and Yog  teams who can now condense a healing and Button into a single active.

In addition to this, Servant may be a situational Ranking Dungeon sub due to their 4 Skill Boosts in solo mode while also potentially having a strong enough Button to kill a floor.


Servant, Caster – B

Active: For 1 turn, void att. absorb shield effects; Change far left column and far right column to Dark orbs (14 turn cooldown)

Leader Skill: 2x HP & ATK for Dark Att.; 3x ATK when matching 2 Dark combos, up to 4x at 3 Dark combos

Awakenings: Skill Boost Time Extend Time Extend physical killer Devil killer Devil killer 37 
Super Awakenings:  physical killer  

Pros
Cons
  • Gnerates 2 Columns
    • Can be used in speed farming
      • 1 active solves 2 floors
  • 4 Killer awakenings
  • Attribute Absorb Void
  • Must fight multi-type spawn
    • Otherwise only 9x ATK

Servant, Caster is the final card in the Fate/stay night: [Heaven’s Feel] Collab and brings forth an interesting kit. Firstly, they are able to generate 2 columns of Dark orbs which has great synergy in 5-match farming leaders as they can potentially solve 2 floors with a single active.

On the other hand, Servant, Caster owns 5 Killers through Super Awakenings which means they can potentially have high damage output against multi-typed spawns. Unfortunately, if the encountered monster does not have at least 2 typings that Servant, Caster is effective against, the damage output will be quite low.

This is problematic as we do have numerous triple Killer cards available who are more proficient at killing their respective encounters as they do not have to rely on multi-typing.

Conclusion

The Fate/stay night: [Heaven’s Feel] is a top-heavy event that features powerful cards at the 6-star rarity but tends to falter at the lower end. While there are still some reasonable cards at the bottom rarity, it can make it challenging to justify rolling in. To make matters worse, this event is a 6-Magic Stone REM which means each roll costs an extra 20% along with the Monster Exchange requiring 5 fodder cards (instead of 4) to acquire a 6-star card.

In addition to these hurdles, there will be a coexisting Super Godfest that features a new and powerful Pantheon along with a rolling rates for GFE.

Let me know what you think about theThe Fate/stay night: [Heaven’s Feel] Collab and how much you plan on rolling.

Happy Puzzling!

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38 thoughts on “Fate/stay night Collab Review and Analysis – January 2019”

  1. I presume Shirou will help clearing no awoken skill content (hello ultimate endless corridor)
    Anyway I find this collab underwhelming cause no breaking meta cards and no home as sub in actual meta (if only saber was a god for D.meta)
    I feel incoming new monsters (samurai serie 3) have more merit, but I will wait for your review as usual.
    Again, thanks for your great work and your time.
    Greetings from France

    Like

      1. I spoke about D.meta as an exemple but didn’t say it was the only leader that matters (I actually don’t use it)
        But for clearing high end content, you can just use only a small part of available leaders.
        I didn’t say fate collab cards are useless, just they won’t break nowadays meta.

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  2. I think you forgot, or missed, that Rin’s leader skill does not allow her to connect any five orbs for the second half, but rather any five orbs except fire or light. She is still good, but this makes her a little bit harder to activate, and makes her unable to use bicolor boards for VDPs.

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  3. I’ll like to point out that Lancer’s bicolor double rows allow making a 8c vdp board if using full board then Lancer active. It’s useful for farming purposes like the recent quetzalcoatl (required 8c vdp to oneshot). Since I never got Kaoru (gold egg from Kenshin), this is the only gold egg bicolor double row I’m aware of atm. So I’m definitely aiming for this Lancer. The other bicolor double rows are diamond eggs, I believe.

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  4. $20 stone free 6* rolled Shirou with $1 & free spin 2 gold eggs. Not doing any trades, but bought one MP & doing dungeons to earn the other two through Monster exchange.

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  5. Got two sabers, any recommendations on wether to uevo to create a saber alter team or just keep the two saber ( also looking for a strong team for roche thats why i might uevo)

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